Full Name |
Kefta |
Race |
Cyphergull |
Classes/Levels |
Familiar 9 |
Gender |
M |
Size |
Tiny |
Age |
4 |
Strength |
6 |
Dexterity |
17 |
Constitution |
13 |
Intelligence |
10 |
Wisdom |
13 |
Charisma |
8 |
About Kefta
Kefta
Cyphergull Familiar
N Tiny magical beast
Init +3; Senses arcane sight, darkvision 60 ft., low-light vision; Perception +14
Defense
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural armor)
hp 36 (9d10)
Fort +4, Ref +10, Will +10
Offense
Speed 10 ft., fly 50 ft. (good), swim 10 ft.
Melee bite +11 (1d4), 2 talons +11 (1d3)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks arcane attacks, natural thief
Spell-Like Abilities (CL 3rd; concentration +2)
Constant—arcane sight, read magic
At will—arcane mark
Statistics
Str 6, Dex 17, Con 13, Int 10, Wis 13, Cha 8
Base Atk +6; CMB +7 CMD 17
Feats Flyby Attack, Iron Will
Skills
+24 *Acrobatics: 10 ranks + 3 dex +3 trained +8 racial
+9 Bluff: ranks 10 ranks - 1 cha
+2 *Climb: 1 rank - 2 str + 3 trained
+4 Diplomacy: 5 ranks - 1 cha
+12 Disable Device: 9 ranks + 3 dex
+9 Disguise: 10 ranks - 1 cha
+15 *Fly: 1 ranks + 3 dex +3 trained +4 good maneuverability +4 tiny size
+9 Intimidate: 10 ranks - 1 cha
+5 Knowledge (arcana): 5 ranks + 0 int
+14 *Perception: 10 ranks +1 wis +3 trained
+11 Sense Motive: 10 ranks + 1 wis
+10 Spellcraft: 10 rank +0 int
+24 *Stealth: 10 ranks + 3 dex + 3 trained, +8 size
+11 *Swim: 2 rank -2 str + 3 trained +8 swim speed
Background Skills
+5 Knowledge (geography): 5 ranks + 0 int
+5 Knowledge (nobility): 5 ranks + 0 int
+13 Sleight of Hand: 10 ranks +3 dex
Racial Modifiers +8 Acrobatics
Languages Common (can't speak), Speak with Master, Speak with Animals of Its Kind
SQ devour scroll
Special Abilities
Arcane Attacks (Su) A cyphergull's natural weapons have a +1 bonus to damage and are treated as magic for the purpose of overcoming damage reduction. For every 5 Hit Dice the cyphergull has, this bonus increases by 1.
Devour Scroll (Su) When a cyphergull eats a scroll (a full-round action), the spells in the scroll are stored in the gull's body. Thereafter, it can cast the spells as though it were a wizard of a level equal to half the cyphergull's Hit Dice casting spells from a scroll. The cyphergull intuitively understands how the spells function and counts as having the requisite ability score for casting the spell. A cyphergull can store a maximum number of spell levels equal to its Hit Dice.
Natural Thief (Ex) If a cyphergull succeeds at an Acrobatics check to move through a threatened square without provoking an attack of opportunity from an enemy, the cyphergull also doesn't provoke an attack of opportunity when performing a steal combat maneuver against that enemy on the same turn.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.